Hello beautiful people
I’m pleased to announce the release of Build 1.6.6. This update brings some major changes. The biggest change being that the game is no longer called Outback. From this update onward, the project will be known as Walkabout.
Performance & DLSS
This update includes significant performance improvements. The game now supports DLSS Super Resolution, NIS, and DLSS Frame Generation. Frame Generation is not optional. It is now a requirement for play. The main menu includes logic that prevents unsupported hardware from playing the game, and the text beneath the title will explain whether your system is unsupported or simply needs Frame Generation enabled.
DLSS settings now use conditional visibility. Options only appear once the features they depend on are enabled.
Support for AMD hardware and FSR Frame Generation will be added once I’m able to acquire an AMD machine for development and testing.
This decision to exclude unsupported hardware is intentional. It protects the user experience and helps players stay within their 2 hour refund window if their system cannot run the game properly.
World Accuracy & Realism
All environment design in this update has been completed using real world data. This brings the region much closer to the real Cockle Creek area and how it appears in real world:
* Beaches and the creek are now the correct shape and in the correct location
* All walking trails, roads, driveways, and 4WD tracks match their real world paths
* The new tidal system simulates realistic tides using actual tide data
Direction of Development
From here on, updates will focus on pushing realism. Making Walkabout look and feel as close to the real place as possible. While the project approaches its natural conclusion.
I hope you all enjoy the update and the game.
Patch Notes
Anywhere you see (First pass), the work is iterative and will continue to improve over time.
Engine & Performance
* Upgraded to Unreal Engine 5.7
* Redesigned post effects to improve performance
* Removed the 3D resolution option from the settings menu
* Added DLSS Super Resolution
* Added NIS
* Added DLSS Frame Generation
* Added distance based optimisations to the landscape material
Water, Tides & Simulation
* Redesigned the water system to simulate tides using real tide data from the Cockle Creek area
* Added a legal disclaimer section to the main menu including the Bureau of Meteorology data use declaration
Settings & UI
* Added a Motion Blur toggle
* Added conditional visibility for DLSS settings
* Added a Ray Tracing toggle
* Added minimum requirements logic to prevent unsupported hardware from playing
* Added logic requiring supported hardware to adjust settings before play
* Added a toggle-able FPS counter
World building & Environment (First Pass Work)
All work in this section was done to more accurately match the real world and maps.
* Sculpted beaches from Motts Beach Pier to Mouldy Hole
* Added Fishers Point Track
* Added the South Coast Track up to the edge of the playable area
* Sculpted Cockle Creek Road south of the bridge
* Sculpted Cockle Creek (the actual creek)
* Added all driveways south of Cockle Creek bridge
* Added all access trails south of Cockle Creek bridge
* Added wet sand tidal simulation
* Replaced all ore nodes with 3D scanned rock meshes and physically accurate mineral colour profiles, removing gamified colour coding
